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Extending Character Generation in Classic Traveller

--0-- WOLF AT THE DOOR


This is going to be long! Prepare yourself.

I started to post this in the IMTU forum, but the real value in this for another CT GM is extended character generation I'm using--so it seems more appropriate here.

I've gotten A LOT of response on this off-line after first posting it to the TML. At least two other CT GMs from the TML have compiled all this down into a single document, and you might be able to get a copy if you ask them nicely on the TML (I'm sure they will...I'm just being cheeky).



WHAT'S THIS ALL ABOUT?
======================

I'm preparing to embark on a new Traveller campaign. Well, actually, it's a continuation of a campaign I ran a few years back (which was, itself, a continuation of another long-term Traveller campaign I ran about a decade ago. This will be part III.). It's amazing I'm still using most of the same players from both previous campaigns. Us RPG'ers stick together, don't we?


WOLF A THE DOOR
===============

Anyway, the particulars of this campaign probably won't be that interesting to you, but, in a nutshell, it's about a few regular Imperial citizens--just normal people--who find themselves caught up in extreme circumstances. Their entire lives are changed.

I'm running a tweaked-up version of Wolf At The Door (one of the adventures set on Aramanx in the Traveller Adventure) as the basis for the first adventure. After character generation, I'm going to play a bit watching these characters go through their normal, daily lives. Some of them will probably be civilians. Some will most likely be in the military. That will be up to the players.

They will probably not know each other. But, then, they will find themselves together as a group. Strangers. They will board a ship together. They will notice a strange, chemical smell in the ship's lounge. They'll notice the ship seems vacant, docked at its berth, even though they were invited aboard. And then they'll notice the gas...

And, they'll be screaming, their nails torn from their fingers as they claw at the hatch to get it to open.

And, that's all they'll remember.

That is, until one of them wakes up.

He'll be flat, in a berth, on his back. In the distance he can hear pounding...explosions. He'll squint from the sunlight, but when his breath fogs against the viewpane, he'll realize he's in a mobile cold crib. Somewhere dirtside. Someplace he doesn't recognize.

He won't know how long he's been in the long-term crib, but as the fog begins to recede from his brain, he'll comprehend that ground shake that he's feeling is not an earthquake but the result of live artillery fire.

The emergency decompression safeties on the crib have been tripped. He can open it from the inside. Does this make him lucky?

He will shove on the hatch, feel the tug of monitor wires pull away from his skin, and lumber out into what he recognizes as a pasture on some agricultural world. It will be freezing--somewhere around 30 degrees F. It's raining. Windy. Muddy. The sky is overcast. The artillery shells blow craters into the crops around him. They seem to be second-stage rocket-propelled devices, fired in volleys of three about once a second.

He'll instinctively duck on wobbly legs as one shell explodes near him. All he wears is a paper smock held together by plastic tabs that remind him of those used on diapers. The rain will rapidly turn his only clothing to the consistency of a wet paper towel. And, as it does so, he'll begin to wonder about frost biting his bare legs and feet as he crouches in the deep mud.

This is when he'll notice that he doesn't have a single hair left on his body. No where. No eyebrows. No eye lashes. No pubic hair. His arms and legs are smooth.

The field seems vacant. There's no movement, except for the shelling. A bombed out farmhouse burns to his right. Ahead of him is a field of some sort of crop--what is it? Corn?

And, to his left are a few more cold cribs, their occupant oblivious to what is taking place around them.


YEAH, SO?
=========

This is going to be the opening to my campaign, and that's probably all I'll write about the story of the game. But, I've done a fair amount of work on detailing and extending character creation. I took it a step farther than just using generic CT chargen generation tables.

My thought is--there might be another GM out there who might be able to use some of this stuff.

So, if you're interested, this is for you. Feel free to steal it, tweak it, mold it, bash it, mash it in any way your heart desires.
 
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--1-- NOBLES


NOBLES
======

The first step in character creation for this campaign is to determine if there are any nobles among the player characters.

Have each player roll his beginning SOC on 2D.

SOC B = Knight
SOC C = Baron


HOMEWORLD
=========

Nobles in this campaign will either be from Aramis (Aramis/Spinward Marches) or Vanejen (Rhylanor/Spinward Marches). Roll randomly (or skew the roll to the player's taste) between these two homeworlds for any nobles among the PC's.


ANCESTRY
========

Roll D6 for appropriate world.

Vanejen 1-4 Solomani; 5 Vilani; 6 Imperial Humani

Aramis 1 Solomani; 2-3 Vilani; 4-6 Imperial Humani



Roll 1D to determine the noble's ancestry.


NOBLE INFLUENCE
===============

Once per term, during character generation, a noble may attempt to influence his destiny.



Roll SOC or less on 3D



If successful, the noble my use a +1DM or a -1DM on any roll, any time during character generation, limited to once per 4 year term (or once on background skills).


FIEF
====

Roll SOC or less on 3D to determine if the noble is landed. Awards of lands are described on pg. 14-15 of the MT Imperial Encyclopedia. If this roll is unsuccessful, the noble title comes with no lands. But, anytime the noble's SOC is increased, this roll can be made again (to see if a fief comes with the new title).



Fief's produce income for the character every year (add income from the fief, for the years spent in character generation, to the character's starting money).


RETAINERS
=========

Nobles typically have retainers, advisors, bodyguards. If a noble is in the party, another player could be a retainer.


NOBLE CAREERS
=============

Nobles attempt careers just like non-noble characters. But, a noble may choose to resolve any 4-year term using the Noble career tables listed in Supplement 4 - Citizens of the Imperium in place of the tables associated with the noble's chosen career.



For example, a player with a noble character may choose to enlist in the Imperial Navy. If successfull, the player may resolve any term on either the Naval tables from

Book 1 or the Noble tables from Supplement 4. If the character ends up going three terms, the player may have ended up resolving term one on the Naval tables per Book 1, then resolving term two on the Noble tables from Supplement 4, then gone back to Book 1 to resolve the third term--or whichever combination suits the player.



All rolls must be consistently taken from the respective career (a player couldn't resolve a term using the Naval skills tables but then roll for re-enlistment using the number shown under the Noble career).



But, a noble COULD roll a complete term using the Noble career tables, roll for reenlistment, then switch to the Naval career tables to resolve the next term (and the character would have to use the Naval reenlistment number after having resloved the term using the Naval career for the next term).
 
--3-- HOMEWORLD


TRAVELLERS
==========

Most people don't leave their homeworld. It's an expensive and time-consuming proposition (akin to a ride across the Pacific, for a week, in a shrimp boat, costing $8,000...people wouldn't travel as much if that were the case). The people who travel the spacelanes are a relatively small population when compared to the total number of citizens in the Imperium. But the ones who do make up a new social class of sorts.



These people are called: Travellers.


HOMEWORLD
=========

If not a character is not a noble, then the character's homeworld is rolled randomly from these five worlds.

Roll 1D to determine homeworld.

(D6)
(1) - Pysadi C4766D7-4 Agricultural. Non-industrial. Gas Giant in system. Imperiallines Station.

(2) - Vanejen C686854-5 Rich. Imperial Research Station.

(3) - Natoko B582211-8 Imperial Naval Base. Non-industrial. Low Pop. Gas Giant in system. Naasirka Stationl Tukera Station.

(4) - Patinir C000632-9 Asteroid Belt. Gas Giant in system. Imperiallines Station. Non-agricultural. Ancient Site.

(5 - 6) - Aramis A6B0556-B Imperial Naval Base. Imperial Scout Base. Non-industrial. Subsector Capital. Akerut Station. Tukera Station. Naasirka Station. Desert World.
 
--4-- HOMEWORLD PYSADI


Pysadi, a world in the Aramis scatters, lies in a hot binary system. People live close to the poles, and the natives tend to be weak because of the 0.5G local gravity. The atmosphere is dirtied with a light taint (as described in the Traveller Adventure).

Pysadi is a low-tech world settled by a Solomani muslim sect a few hundred years ago. Characters from Pysadi are considered to be Imperials, not locals, who live and operate the Class C downport and its associated businesses (not unlike working for an oil company in the Middle East today). The entire interior environs of the starport are built using standard 1G grav plates (typical of space station construction), and although Pysaid sports a TL 4, the starport is considered TL 8.

Typical temperatures (degrees F) on Pysaidi average 171 at the equator (Summer 174 - Winter 154) because of the binary stars. The tropics aren't much better, averaging 144 (Summer 154 - Winter 117), but the habital area of Pysadi, the two poles, are fairly comfortable, averaging 81 (Summer 109 - Winter 25).

Pysadi is ruled by a fairly strict Religious Dictatorship (described in the Traveller Adventure), but the downport is considered extra-territorial. The Class C instellation sees moderate traffic from free traders operating in the scatters, and Imperriallines maintains on office on the world (does this have anything to do with the outstation? Hmmm...)

Over the last five years, the Imperium has built and maintains a small scientific outstation in the Pysadi system, deep in the outer orbit of one of the system's stars.


PYSADI

STARPORT: C
SIZE: Small
ATMOSPHERE: Std. Taint
HYDROSPHERE: Wet
POPULATION: Moderate
LAW LEVEL: Moderate
TECH LEVEL: Industrial
 
--5-- HOMEWORLD VANEJEN


Vanejen, in spite of its dense standard atmosphere, is a pleasant world with the good fortune, in the distant past, to be lying on spinward main (the main jump route used during the exploration of the sector during the Second Imperium). Over the last five hundred years, though, the X-Boat routes and jump-mains have shifted, leaving Vanejen in a somewhat remote starcluster of the Rhylanor subsector.

The planet was settled by the Solomani during the Rule of Man, and today a Solomani ethnic majority remains on the world (although the planet does have a native, bronze-age, aborginal race referred to as Chirpers). The world is governed by a strict, traditional fuedal system, ruled by a number of Solomani noble families (the most powerful of these being House Margrave), although the fuedal system, over the last two decades, is thawing a bit in the wake of the planet's governors plans to improve Vanejen's technological sofistication (with the long-term aim of making Vanejen one of the foremost worlds in the subsector). For the last hundred years or so, these noble families have been officially recognize by the Emperor, the Imperium, and the Moot--all of the families being vassals and banner Houses to the Count of Rhylanor.

At this time, Vanejen does not support a space-faring navy nor inter-planetary army, although plans, that may take decades, have been made in that direction.

Vanejen's local gravity is near Terra-normal at 0.825G. It's twin suns promote near-earth-like weather with temperatures (degrees F) averaging 90 at the equator (Summer 126 - Winter 32), 57 at the tropics (Summer 118 - Winter -42), and -19 at the poles (Summper 43 - Winter -117).

An Imperial Research Station is also known to exist on the world, although the subject of its research has not been divulged.


VANEJEN

STARPORT: C
SIZE: Medium
ATMOSPHERE: Dense
HYDROSPHERE: Wet
POPULATION: Moderate
LAW LEVEL: Moderate
TECH LEVEL: Industrial
 
--6-- HOMEWORLD NATOKO


Natoko is a planet in the Aramis Trace that is wholly owned by Tukera. The only mark of civilization on the world is the Class B downport which Tukera has built to service its local fleet, although Tukera's main office in this region of space is located on Aramis.

Temperatures on Natoko are a bit hot, due to the systems twin suns, and average (degrees F) 118 at the equator (Summer 131 - Winter 95), 91 at the tropics (Summer 133 - Winter 19), and 28 at the poles (Summer 70 - Winter -44). Natoko is a dry world, with a hot, dense atmosphere and very little water (no large bodies of water) but sporting standard gravity of 1G (The planet is typical of Tatooine from Star Wars). Environs outside the starport are strictly restricted to all except Tukera-approved personnel.

The total population of Natoko is measured in the thousands with all persons located at the starport. Not counted in this number is the Imperial Navy's Special Operations Base, a non-standard instellation headquartering the Navy's intelligence and special ops forces for the region. Naasirka also maintains an instellation on the planet, adjacent to the starport.

Characters from Natoko are children born from the workers, employees, and soldiers stationed on the planet.


NATOKO

STARPORT: B
SIZE: Medium
ATMOSPHERE: Dense
HYDROSPHERE: Dry
POPULATION: Low
LAW LEVEL: Low
TECH LEVEL: Pre-Stellar
 
--7-- HOMEWORLD PATINIR


Patinir is a thickly populated asteroid belt in the scatters of the Aramis subsector, home to numerous mining companies and independent belters, all governed by a loose collection of managers from various companies (think the Sean Connery movie Outland). There are three, very large, space stations (think Babylon 5) located at Trojan Points within the system, but numerous, smaller installations and hollowed out asteroids exist at a multitude of points within the belt.

Patinir is a major source of lanthanum (metal needed for jump drives) for the Imperium, and, notably, the largest corporation located in the belt is the Imperiallines headquarters. Also of note is the find of an Ancient Site on one of the larger asteroids and the accompanying Imperial scientific outpost built there to study it.

The Patinir "government", called the Managers, does maintain a small, local space-faring force of Guardsmen (Naval troopers) and Marshalls (Law Enforcers), but in spite of this, law enforcement is virtually non-existant in most areas of the belt. A space-faring criminal element of raiders, pirates, or corsairs is known to exist, and some shipping and belters have had trouble. Many of the independent companies of the Patinir belt maintain their own security forces.


PATINIR

STARPORT: C
SIZE: Asteroid
ATMOSPHERE: Vacuum
HYDROSPHERE: Desert
POPULATION: Moderate
LAW LEVEL: Low
TECH LEVEL: Early Stellar
 
--8-- HOMEWORLD ARAMIS


Aramis is the personal fief of the Marquis of Aramis (who also has strong ties, through marriage, to the Tukera family--probably the most powerful noble family within the Imperium outside of the Emperor). Aramis is the capital of the subsector, and the majority of the subsector government is conducted in the planet's single city (Leedor).

Although the world's gravity is a standard 1G, Aramis is a desolate, hostile place with coriolis winds that will blast skin straight off the bone. The planet's corrosive atmosphere will eat through protective suits within hours. Temperatures on the surface of the planet range from -250 to -400 degrees F, and landing at the Aramis downport is typically an exercise in expertise. Good ferry pilots are always in demand.

When the Spinward Marches sector was settled during the Second Imperium, Aramis was discovered and mined. Over time, the mine was tapped out, but a thriving camp had established itself within the miraculously large cavern that was mined from under the planet's crust. The settlement grew as the world was used as a border planet on the Imperium's spinward frontier until finally the Emperor himself deeded the planet to House Bolden, who remain the caretakers of the fief today.

One of the largest Imperial Naval bases in the entire sector is located on Aramis. The single city on the planet is home to a number of corporations and governmental agencies. The Imperial Scouts use Aramis as one of their largest headquarter facilities. Akerut, Tukera, and Naasirka all have major offices on the world.

Despite the world's single underground city, Aramis is a center for business, government, and society along the Imperial frontier.


ARAMIS

STARPORT: A
SIZE: Medium
ATMOSPHERE: Exotic Corrosive
HYDROSPHERE: Desert
POPULATION: Moderate
LAW LEVEL: Moderate
TECH LEVEL: Average Stellar
 
--9-- VILANI BLOOD


Roll to determine the dominance of a character's Vilani ancestry. Noble characters who previously rolled Vilani ancestry still have to roll on this chart to obtain the benefit, but noble influence can be used as well. Noble characters who rolled Solomani ancestry cannot use this chart.

Strong Vilani ancestry will provide a positive DM when/if the character rolls on the aging table (34+ yrs.).


VILANI BLOOD
============

+1DM on this roll if Homeworld is Natoko
(Roll 2D)

(2-10) = Solomani/Imperial Humani/Other Humani

(11) = Vilani mixed-blood with +1DM on aging table

(12) = Vilani mixed-blood with +2DM on aging table

(13) = Vilani mixed-blood with +3DM on aging table
 
--10-- SOLOMANI GENEERING


Characters who have not otherwise been determined as having Vilani ancestry (either from the Noble ancestry chart or the Vilani mixed-blood chart) may be the benefactors of Solomani geneering of their family tree. Nobles who have been determined as having Solomani ancestry still have to roll on this chart to get the benefit.


SOLOMANI GENEERING
==================

-1- Roll SOC or less on 2D to see if the character is a candidate for Solomani geneering.

-2- If successful, make the roll to see if in fact the character is a product of Solomani geneering (not a Vilani character). Roll 12+ on 2D. Noble influence can be used on this roll.

-3- If a geneered character, roll 1D on the table below. Geneered stats are generated by rolling 3D, taking the best two.


(1D)

(1) = One geneered stat; roll randomly (cannot be SOC)

(2) = Two geneered stats; roll randomly (cannot be SOC)

(3) = Three geneered stats; roll randomly (cannot be SOC)

(4) = Four geneered stats; roll randomly (cannot be SOC)

(5) = Five geneered stats; all five except SOC

(6) = One geneered stat; player's choice (cannot be SOC)


Characters who benefit from Solomani geneering will generally have higher characteristics (rolling 3D, taking the best two dice), but the minium of 1 and maxium of F for a stat cannot be exceeded.
 
--11-- BACKGROUND SKILLS


At this point during character generation, SOC and Homeworld have been determined.


CHARACTERISTICS
===============

Now roll the other five stats on 2D (unless the character is the benefactor of Solomani geneering, in which case one, some, or all of the other five stats will be generated by roll 3D, taking the best two dice).


BACKGROUND SKILLS
=================

Next, Roll EDU or less on 2D. The difference from the roll and EDU is the number of background skill rolls granted. Should the roll be higher than EDU, no background skills have been earned by the character.

For each Background Skill awarded, roll on the appropriate Background Skill table (determined by a character's homeworld). Unlike the career skill tables, the first background skill rolled is acquired at Level-0. Rolling the same skill again improves the skill by 1 level (From Level-0 to Level-1; from Level-1 to Level-2; etc).

Rolling the same Background Skill twice results in Skill improvement by one level.

There are two Background Skills tables for each homeworld. Players roll randomly for table (roll for each skill--they may be on different tables), but a player may pick the table if EDU or less is thrown on 2D (check for each skill).


-PYSADI BACKGROUND SKILLS TABLE ONE-

1D
1. Linguistics
2. Liaison/Admin (choose either Liaison or Admin)
3. Swimming
4. Wheeled Vehicle
5. Pysadi Wpn (roll on Pysadi Wpn table)
6. Small Water Craft


-PYSADI BACKGROUND SKILLS TABLE TWO-

1D
1. Survival
2. Equestrian
3. Hunting
4. Recruiting
5. Mechanical
6. Tracked Vehicle


-PYSAID WEAPON TABLE-

1D
1. Sling
2. Polearm (choose either Spear, Halberd, Cudgel, or Pike)
3. Blade
4. Club
5. Cudgel
6. Brawling


-VANEJEN BACKGROUND SKILLS TABLE ONE-

1D
1. Brawling
2. Liaison
3. Swimming
4. Wheeled Vehicle
5. Vanejen Wpn (roll on Vanejen Wpn table)
6. Small Water Craft


-VANEJEN BACKGROUND SKILLS TABLE TWO-

1D
1. Admin
2. Legal
3. Trader
4. Gambling
5. Carousing
6. Steward


-VANEJEN WEAPON TABLE-

1D
1. Bow (choose either Short Bow or Long Bow)
2. Dagger/Blade (choose either Dagger or Blade)
3. Club/Cudgel (choose either Club or Cudgel)
4. Crossbow (choose either Sporting Crossbow, Military Crossbow, or Repeating Crossbow)
5. Sword (choose either Foil, Cutlass, Sword, or Broadsword)
6. Revolver/Rifle (choose either Revolver, Rifle, or Carbine)


-NATOKO BACKGROUND SKILLS TABLE ONE-

1D
1. Vice Tbl (roll on Vice table)
2. Economic Tbl (roll on Economic table)
3. Communications
4. ATV
5. Computer
6. Economic Tbl (roll on Economic table)


-NATOKO BACKGROUND SKILLS TABLE TWO-
1D
1. Jack-o-Trades
2. Electronics
3. Mechanical
4. Dagger
5. Medical
6. Economic Tbl (roll on Economic table)


-PATINIR BACKGROUND SKILLS TABLE ONE-

1D
1. Vice Tbl (roll on Vice table)
2. Patinir Tbl (roll on Patinir table)
3. Vacc Suit
4. Ship's Boat
5. Computer
6. Economic Tbl (roll on Economic table)


-PATINIR BACKGROUND SKILLS TABLE TWO-

1D
1. Jack-o-Trades
2. Electronics
3. Mechanical
4. Robot Ops
5. Survey
6. Communications


-PATINIR TABLE-

1D
1. Prospecting
2. Demolitions
3. Zero-G Environ
4. Accel Rifle/Snb (choose either Accelerator Rifle or Snub Pistol)
5. Navigation
6. Medical


-ARAMIS BACKGROUND SKILLS TABLE ONE-

1D
1. Vice Tbl (roll on Vice table)
2. Economic Tbl (roll on Economic table)
3. Vice Tbl (roll on Vice table)
4. Club/Dagger (choose either Club or Dagger)
5. Computer
6. Economic Tbl (roll on Economic table)


-ARAMIS BACKGROUND SKILLS TABLE TWO-

1D
1. Computer
2. Vice Tbl (roll on Vice table)
3. Economic Tbl (roll on Economic table)
4. Aramis Sub-Tbl (roll on Aramis Sub-table)
5. Admin
6. Carousing


-ARAMIS SUB-TABLE-

1D
1. Electronics
2. Mechanical
3. Vacc Suit
4. Shotgun
5. Robotics/Robot Ops (choose either Robotics or Robot Ops)
6. Linguistics


-ECONOMIC TABLE-

1D
1. Admin
2. Broker
3. Trader
4. Legal
5. Liaison
6. Steward


-VICE TABLE-

1D
1. Bribery
2. Carousing
3. Streetwise
4. Gambling
5. Brawling
6. Leader
 
--12-- TECH LEVEL


As a character receives skills, record the TL the skill was received at next to the skill. There will be times during a game session that this may become important (as when a character learns Intrusion at TL 10 and tries to pick an old fashioned TL 3 tumbler lock).


TL DURING THE GAME
==================

How to determine, during the game session, if TL is a factor when making a skill check.

-1- Find the difference between the two TL's (10 - 3 = 7).

-2- Lower TL vs a higher TL? Throw the difference on 2D or higher (7+ on 2D to avoid an issue).

-3- Higher TL vs a lower TL? Throw the difference on 3D or higher (7+ on 3D to avoid an issue).


HOMEWORLD TECH LEVEL
====================

This section of these character generation rules will give you the TL for a specific skill the character has based on the character's homeworld.

When a character is awarded a skill during character generation, simply decide which category (below) the skill belongs to and pick a TL for the skill.

For example, TL's for weapon skills will come from the Personal Military category.


COMMON TECH LEVEL
=================

The common tech level is the TL normally associated with the world. The High Common TL is that used in the world's UPP, determined by the Scouts when the world was surveyed. High Common TL applies to the area around the world's starport and large urban areas on the planet.

Low Common TL is that associated with the world's rural and more remote areas (on some worlds, this can refer to a majority of the world's populace--especially on low population worlds).

A range is given next to the Low Common TL to give the GM an idea of the technology used on the world.

PYSADI HIGH COMMON: 4
PYSADI LOW COMMON: 2 (2-4)

VANEJEN HIGH COMMON: 5
VANEJEN LOW COMMON: 2 (2-5)

NATOKO HIGH COMMON: 8
NATOKO LOW COMMON: 4 (4-8)

PATINIR HIGH COMMON: 9
PATINIR LOW COMMON: 4 (4-9)

ARAMIS HIGH COMMON: B
ARAMIS LOW COMMON: 5 (5-B)


ACHIEVEMENT TECH LEVEL
======================

This section lists the TL associated with different categories of technology on the world.

When a player goes through character generation, the GM can and should use a TL from the appropriate category for each skill a character obtains rather than using the High Common TL for every skill earned.

For example, a world's High Common TL may be TL 9, but since the world is an asteroid belt, water transportation may not be highly developed (in fact, in this example, any TL associated with water transportation is obtained by industry in the area, producing items for export).

When an achievement TL is higher than the High Common TL (represented in the range of TL's given, not the usual TL given for the category), this represents proto-type, experimental, and research-driven technology not common to the masses (so use common sense when allowing a character to associate one of his skills a TL that is higher than the High Common).

So, on Vanejen, it is common to see TL 6 medical instruments and drugs, but TL 6 robots are still in the experimental stage (TL 5 robots are common).

PYSADI ENERGY: 4 (2-4)
PYSADI COMPUTER/ROBOTICS: 2 (1-4)
PYSADI COMMUNICATIONS: 4 (1-4)
PYSADI MEDICAL: 2 (0-4)
PYSADI ENVIRONMENT: 4

PYSADI LAND TRANSPORT: 4 (0-4)
PYSADI WATER TRANSPORT: 4 (0-4)
PYSADI AIR TRANSPORT: 4 (4-9)
PYSADI SPACE TRANSPORT: 2 (1-4)


VANEJEN ENERGY: 5 (2-6)
VANEJEN COMPUTER/ROBOTICS: 5 (2-6)
VANEJEN COMMUNICATIONS: 5 (2-6)
VANEJEN MEDICAL: 6 (0-6)
VANEJEN ENVIRONMENT: 6 (1-6)

VANEJEN LAND TRANSPORT: 5 (1-6)
VANEJEN WATER TRANSPORT: 5 (0-5)
VANEJEN AIR TRANSPORT: 5 (4-9)
VANEJEN SPACE TRANSPORT: 5 (3-6)


NATOKO ENERGY: 8 (4-9)
NATOKO COMPUTER/ROBOTICS: 9 (3-9)
NATOKO COMMUNICATIONS: 8 (3-9)
NATOKO MEDICAL: 9 (0-9)
NATOKO ENVIRONMENT: 9 (4-9)

NATOKO LAND TRANSPORT: 8 (4-9)
NATOKO WATER TRANSPORT: 8 (3-8)
NATOKO AIR TRANSPORT: 8 (4-9)
NATOKO SPACE TRANSPORT: 9 (6-9)


PATINIR ENERGY: 8 (4-A)
PATINIR COMPUTER/ROBOTICS: 8 (3-A)
PATINIR COMMUNICATIONS: A (3-A)
PATINIR MEDICAL: 8 (0-A)
PATINIR ENVIRONMENT: A (5-A)

PATINIR LAND TRANSPORT: 8 (5-A)
PATINIR WATER TRANSPORT: 8 (3-8)
PATINIR AIR TRANSPORT: 8 (4-9)
PATINIR SPACE TRANSPORT: 8 (7-A)


ARAMIS ENERGY: D (5-D)
ARAMIS COMPUTER/ROBOTICS: D (4-D)
ARAMIS COMMUNICATIONS: 9 (4-D)
ARAMIS MEDICAL: D (0-D)
ARAMIS ENVIRONMENT: D (8-D)

ARAMIS LAND TRANSPORT: D (8-D)
ARAMIS WATER TRANSPORT: D (8-D)
ARAMIS AIR TRANSPORT: D (8-D)
ARAMIS SPACE TRANSPORT: D (A-D)


MILITARY TECH LEVEL
===================

The Personal Military category applies to any type of weapon or gear a person can carry. This can be weapons or armor. Note that things like radios will fall under the Communications category listed above.

The Heavy Military category applies to vehicles and items not normally associated with personal gear. Heavy Milityar TL supercedes the transport TL's associated with the world.

PYSADI PERSONAL MILITARY: 4 (0-4)
PYSADI HEAVY MILITARY: 4 (0-4)

VANEJEN PERSONAL MILITARY: 5 (0-6)
VANEJEN HEAVY MILITARY: 5 (0-6)

NATOKO PERSONAL MILITARY: 9 (0-9)
NATOKO HEAVY MILITARY: 9 (0-9)

PATINIR PERSONAL MILITARY: 8 (0-A)
PATINIR HEAVY MILITARY: 8 (0-A)

ARAMIS PERSONAL MILITARY: D (0-D)
ARAMIS HEAVY MILITARY: D (0-D)


NOVELTY
=======

The novelty category represents items that characters can find on a world that are rare but have been imported or are a result of "spillage" from inter-stellar travellers.

PYSADI NOVELTY: 4

VANEJEN NOVELTY: 6

NATOKO NOVELTY: 9

PATINIR NOVELTY: A

ARAMIS NOVELTY: D


STARPORT TECH LEVEL
===================

No matter the TL associated with a world, a starport has a minimum TL associated with it (akin to the high-tech equipment found in US bases in Vietnam during that war).

PYSADI STARPORT: 8

VANEJEN STARPORT: 8

NATOKO STARPORT: 9

PATINIR STARPORT: 9

ARAMIS STARPORT: B


NAVAL BASE TECH LEVEL
=====================

Two of the possible homeworlds for PC's have Imperial Naval Bases. Equipment qualified on and used while stationed at these bases can have a TL that is considerably higher than the world's TL on which the Naval Base sits.

While in the Navy, or Marines, or Army, and stationed on either Natoko or Aramis, roll on this table for each skill gained in those careers, using the indicated TL for the skill instead of that normally used on the world.


NATOKO NAVAL BASE

1D
1. 9
2. A
3. B
4. C
5. D
6. E


ARAMIS NAVAL BASE

1D
1. D
2. D
3. D
4. D
5. E
6. F
 
-13-- PRE-CAREER OPTIONS


Before embarking on a career, characters may attempt one of the pre-career options available on their homeworld.

These lists are prepared specifically for use with characters in this campaign (i.e. there is a college on Pysadi, but it is just unlikely that a PC non-Pysadian local from the extraterritorial starport would attend--or even be allowed admission not being "of the faith").



PRE-CAREER OPTIONS
==================

Pysadi - No pre-career options available to the character.

Vanejen - College and Medical School are available to natives of Vanejen.

Natoko - No pre-career options available to the character.

Patinir - No pre-career options available to the character.

Aramis - College, NOTC in college, OTC in college, the Naval Academy, and the Military Academy are all available to characters native to Aramis. Graduate School, Medical School, and Flight School are all available to characters from Aramis. Both Tukera and Naasirka run Merchant Academies on Aramis, and characters will be invited to attend either if enlistment into the Merchant career is achieved with a roll of 9+.


College, NOTC, Medical School, and Naval Academy: see pg. 15 of Book 5.

Merchant Academy: see pg. 17 of Book 7

Military Academy or OTC: see pg. 47 of the MegaTraveller Player's Manual


GRADUATE SCHOOL
===============

Admission 7+ (DM +1 if INT 9+)

Success 7+ (DM +1 if INT 10+)

Honors 10+ (DM +1 if INT 11+)

Education +1 EDU (+2 EDU if honors)
 
--14-- THE DRAFT


If a player wishes to change his homeworld, and thereby change the types of careers that are available to him (and only the five homeworlds are available in this campaign), the only way it will be possible is for the character to submit to the Imperial Draft (and therefore be whisked up by a grand organization such as the Imperial Marines to go to some other poor world, beat the hell out of the natives, and restore peace and goodwill.).

All Class C or better starports have Imperial kiosks, but these kiosks are operated by Imperial drafting agents who recruit for all four of the Imperial services. The Army, Navy, Marine Corps, and Scouts share resources using this method, so it is not possible for a character to find a Naval recruiting station from which to join the Navy. Imperial recruiters recruit into the services that need people at that moment (and for those services that pay the highest bonuses).

In theory, this method of stocking the Imperial forces regulars is cost efficient while giving citizens, who would otherwise be land-locked to a single planet their whole life, an opportunity to "see the galaxy". In practice, the method IS some 60% less expensive for the Imperium to run one mid-sized recruting station on a world instead of four small-sized ones, BUT recruitment policies, enlistment drives, and personnel incentives tend to place willing citizens in organizations they are ill-suited to or not interested in.

But, hey, that's government work!


BIRTHWORLD
==========

If a PC submits to the draft, his homeworld may change (for example, Naval personnel will be stationed at either Aramis or Natoko). When this occurs, the PC's former homeworld becomes his birthworld, and the new planet he is stationed on becomes the character's new homeworld.


MANDATORY DRAFT
===============

The Imperium typically runs all-volunteer forces, but the Imperium is so large that there are places in which a mandatory draft is necessary. ALL CHARACTERS must check to see if the Mandatory Draft will affect them.


MANDATORY DRAFT
If SOC 5 or less, the character may be drafted. Roll SOC or less on 1D to avoid the Draft.

For example, a character with SOC 5 must make a mandatory draft roll. Roll 1D. A result of 6 means the character is drafted. Roll on the draft table below to determine which branch drafted him.

Otherwise, PCs may submit to the draft at their choosing. Draft kiosks are available at Class C+ starports.


THE DRAFT
=========

Characters submitting to the Imperial Draft (either by their own choice or as required by a mandatory draft) roll 1D on the draft table below.


Roll SOC or less on 2D to get a +1DM on Draft throw. (Player's choice).


DRAFT TABLE

(1D)
(1-2) = Draft Reject
(3) = Army
(4) = Marines
(5) = Navy
(6) = Scouts


STATION
When drafted, roll 1D to see which planet the character is stationed on.

Army (1 = Natoko; 2-6 = Aramis)
Marines (1-2 = Natoko; 3-6 = Aramis)
Navy (1-2 = Natoko; 3-6 = Aramis)
Scouts (1 = Natoko; 2-6 = Aramis)
 
--15-- DIRECT COMMISSION


A direct commission allows a character to replace the enlistment and commission rolls of the first term of service in a career with the direct commission roll. If successful, the character will start Term 1 at Rank 1.

Military characters may apply for a direct commission, but other careers must have both EDU A+ and SOC 9+ to apply.

If changing careers, the direct commission will take the character to one rank lower (minimum is Rank 1).

Nobles may want to use noble influence on this roll, but if they do, noble influence cannot be used during Term 1 of their careers.


DIRECT COMMISSION

Roll 13+ on 2D.

+1DM if college graduate
+1DM is SOC B+
 
--16-- CAREERS


Careers open to characters are determined by that character's homeworld.

All careers available to a character are listed here. If a career is not listed as a choice for the character's homeworld, then it is not possible for the character to enlist in the career (with the exception of sending your destiny to the fates by way of the Imperial Draft).

Some careers have tags listed with them that detail more information about the career. For example, if a native of Vanejen is interested in joining the Army, his only choice, shy of submitting to the Imperial Draft, is to joing one of the local native armies in service to one of Vanejen's noble families. This is not the Imperial Army on Vanejen (the Imperial Army on Vanejen is only possible through the Draft), and characters serving in this army will have skills at a TL commensurate with the TL's of Vanejen (and a +1DM should be provided to join this local army, rather than the higher enlistment throw required for the Imperial Army).

In a similar fashion, the Bureaucrats of Aramis have several organizations and companies from which they can be employed.

All careers are resloved using CT Book 1 or Supplement 4.


Careers Available on PYSADI
===========================

Bureaucrat - Imperiallines

Diplomat - Imperial
Doctor - Imperillines

Flyer - Imperiallines

Hunter

Law Enforcer - Imperillines

Merchant - Imperillines

Other

Rogue

Sailor
Scientist - Autodrone


Careers Available on VANEJEN
============================

Army - Fuedal Family

Bureaucrat - Fuedal Family

Diplomat - Feudal Family
Diplomat - Imperial

Doctor

Flyer - Feudal Family

Hunter

Law Enforcer - Feudal Family

Marine - Feudal Family

Noble - Feudal Family

Other

Rogue

Sailor
Scientist - Imperial Research Station Gamma


Careers Available on NATOKO
===========================

Army

Bureaucrat - Naasirka
Bureaucrat - Tukera

Doctor - Naasirka
Doctor - Tukera

Law Enforcer - Naasirka
Law Enforcer - Tukera

Marine
Merchant - Naasirka
Merchant - Tukera

Navy

Other

Scout


Careers Available on PATINIR
============================

Belter
Bureaucrat - Imperiallines
Bureaucrat - Misc. Companies
Bureaucrat - Patinir Government
Bureaucrat - Sternmetal

Diplomat - Imperial
Doctor

Law Enforcer - Imperillines
Law Enforcer - Misc. Companies
Law Enforcer - Patinir Marshalls
Law Enforcer - Sternmetal

Merchant - Imperillines
Merchant - Free Trader

Navy - Patinir Guardsmen

Other

Pirate

Rogue

Scientist - Ancient Site
Scientist - Misc. Companies
Scientist - Sternmetal


Careers Available on ARAMIS
===========================

Army

Belter
Bureaucrat - Imperial Government
Bureaucrat - Akerut
Bureaucrat - Tukera
Bureaucrat - Naasirka
Bureaucrat - Misc. Companies

Diplomat - Imperial
Doctor

Law Enforcer - Imperial Government
Law Enforcer - Akerut
Law Enforcer - Tukera
Law Enforcer - Naasirka
Law Enforcer - Misc. Companies

Marine
Merchant - Akerut
Merchant - Tukera
Merchant - Naasirka
Merchant - Free Trader

Navy

Noble - Imperial

Other

Rogue

Scientist
Scout
 
--17-- SURVIVAL


SURVIVAL
========

For non-dangerous or civilian careers, roll surival a second time after a survival throw is bricked. If successful the second time, actual physical injury did not occur--but something happened during the character's term that forces him to leave he career (maybe he was fired). If the second survival throw is not successful, then the character was physically injuryed (maybe he was in an accident).


PALTROONERY
===========

Paltroonery is allowed for military careers only (see pg. 47 of the MegaTraveller Player's Manual). A military character may take a +2DM on the Survival throw, but, in return, he will suffer a -2DM on any Commission, Promotion, or Reenlistment rolls made that term.

When paltroonery is used, and the Promotion roll fails by 6 or more points, the character is court martialed ( see pg. 47 of the MegaTraveller Player's Manual).


HEROISM
=======

Heroism awards are allowed for military careers only. Characters who roll 9+ on the Survival roll are considered for a medal (11+ if paltroonery was used).

When characters are considered for commendations, roll 2D on the heroism table.


HEROISM

Roll 2D. (2D-2 if paltroonery was used).

(2D)
10 Meritorious Conduct Under Fire

11 Medal for Conspicuous Gallantry

12 Starburst for Extreme Heroism


INJURY
======

When characters are physically injured from a failed Survival throw, roll on the Injury table for the effects of the injury. Then roll on the Recovery table to determine if injuries healed (of course an injured stat cannot be increased over it's original level).


INJURY TABLE

(1D)
(1-2) STR reduced (1-2 = -1 STR; 3-4 = -2 STR; 5-6 = -3 STR)
(3-4) DEX reduced (1-2 = -1 DEX; 3-4 = -2 DEX; 5-6 = -3 DEX)
(5-6) END reduced (1-2 = -1 END; 3-4 = -2 END; 5-6 = -3 END)


RECOVERY TABLE

(1D)
(1-2) STR recovered (1-2 = +0 STR; 3-4 = +1 STR; 5-6 = +2 STR)
(3-4) DEX recovered (1-2 = +0 DEX; 3-4 = +1 DEX; 5-6 = +2 DEX)
(5-6) END recovered (1-2 = +1 END; 3-4 = +2 END; 5-6 = +3 END)


DISABILITY BENEFITS
===================

Permanent injury of 3+ points (even if from more than one stat) requires a disability discharge. Roll twice on the Muster Out table for each term served (instead of the usual once) plus an extra two rolls if a commission has been earned. Up to 6 rolls can be made on the Cash table (instead of he usual 3), giving the character a much larger amount of money in which to start the game.
 
--18-- ENLISTED RANKS


If a player uses CT advanced character generation (the 1-year method found in Book 4+), a player will know his character's enlisted rank (Army, Navy, Marines). But, since we're using Book 1 and Supplement 4 basic character generation (the ususal CT 4-year method), the only rank is know if the military charactdr is an officer.

Here's an easy way to determine Enlisted rank when using basic chargen--

-1- The character starts at rank E1 on the first year of his first term.

-2- Every year during the first term, the character may be promoted.

-3- After the first term, enlisted personnel can only try for promotion once per term.


ENLISTED RANKS
==============

The roll for enlisted promotion is:

Roll SOC or less on 2D
 
--19-- SKILLS


Usual CT rules indicate basic skill eligibility as 2 skills for the characters first term served and 1 skill for every term served thereafter.

A character can elect to stay with that CT rule for basic skills eligibilty, or a character can attempt to earn more basic skills per term (with the risk of getting no skills during term).

At any time during character generation, a player may choose to attempt one of the options below in lieu of basic skill eligibilty. A skill is granted for every successful roll, but if no rolls are successful, then the character is not eligible for basic skills that term (although the character does still receive any automatic skills and/or skills awared for commission and promotion).


SKILLS
======

1 Skill per term: 1 Skill per 4-Year term is automatic, as described in the CT rules. (100%)

2 Skills per term: Roll twice for 7+ each time.

3 Skills per term: Roll three times for 8+ each roll.

4 Skills per term: Roll four times for 9+ each roll.


Example: A Scout, who normally receives 2 skills per term, would never roll on the second option above (he's already getting two skills for the term without rolling). Should he want to try to four skills per term, though, he would give up the automatic award of 2 skills for the term for the opportunity to roll 2D four times--receiving a skill every time he rolls 9+.
 
--20-- FIFTH TABLE


During character generation, careers provide four tables from which to skills are obtained: the usual Personal Development table, Service Skills table, Education table, and Advanced Education table (that can only be used for characters with EDU 8+).

This rule adds a fifth table into the mix, providing skills based on the character's homeworld. Note that some military characters may have changed homeworlds after joining the military.


FIFTH TABLE
===========

Anytime a character is elligible for a skill, the playrer can attempt to roll on one of the Fifth Tables instead of the normal career tables.


Roll SOC or less on 2D.


If successful, the character is allowed a roll on the Fifth Tables. But, failure means no skill at all is awarded (attempting a roll on the Fifth Tables is risky).

Rolls on the Fifth Tables can only be attempted once per term.


WHICH FIFTH TABLE?
==================

When a character is allowed to roll on a Fifth Table, roll 1D on the appropriate column to find the Fifth Table that will be used to determine skill.

If the SOC check made to earn a roll on the Fifth Tables succeeded by 3+ points, use a +1DM on the table below.

If the SOC check made to earn a roll on the Fifth Tables succeeded by 5+ points, the player may pick the appropriate table (subject to the column of his character's homeworld).

Skills obtained on the Fifth Table are awarded just like normal career skills (Skill-1 is awarded first, and if the same skill is rolled a second time, the skill becomes Skill-2, etc). This is unlike the Background Skills tables (which begin at Skill-0).


-PYSADI FIFTH TABLE DETERMINATION-

+1DM if Fifth Table SOC check succeeded by 3+ points.

If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.

1D
1. Business
2. Business
3. Transportation
4. Personal
5. Vice
6. Combat
7. Business


-VANEJEN FIFTH TABLE DETERMINATION-

+1DM if Fifth Table SOC check succeeded by 3+ points.

If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.

1D
1. Vice
2. Vice
3. Business
4. Transportation
5. Personal
6. Combat
7. Vice


-NATOKO FIFTH TABLE DETERMINATION-

+1DM if Fifth Table SOC check succeeded by 3+ points.

If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.

1D
1. Transportation
2. Business
3. Vice
4. Technical
5. Space
6. Personal
7. Combat


-PATINIR FIFTH TABLE DETERMINATION-

+1DM if Fifth Table SOC check succeeded by 3+ points.

If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.

1D
1. Space
2. Business
3. Vice
4. Technical
5. Personal
6. Combat
7. Space


-ARAMIS FIFTH TABLE DETERMINATION-

+1DM if Fifth Table SOC check succeeded by 3+ points.

If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.

1D
1. Transportation
2. Business
3. Vice
4. Technical
5. Space
6. Personal
7. Combat


-BUSINESS FIFTH TABLE-

Appropriate to all five homeworlds.

1D
1. Admin
2. Broker
3. Legal
4. Liaison
5. Trader
6. Carousing


-TRANSPORTATION FIFTH TABLE-

Appropriate to all homeworlds except Patinir.

Vanejen or Natoko natives received a +1DM on their respective tables if EDU 8+.

Aramis natives are allowed to roll on their table ONLY if they have EDU 8+ (characters with EDU 7- loose the skill).


PYSADI TRANSPORTATION

1D
1. Equestrian
2. Equestrian
3. Small Water Craft
4. Lighter-Than-Air Craft
5. Wheeled Vehicle
6. Large Water Craft
7. --


VANEJEN TRANSPORTATION

1D
1. Equestrian
2. Wheeled Vehicle
3. Small Water Craft
4. Lighter-Than-Air Craft
5. Large Water Craft
6. Submersible
7. Propeller-Driven Aircraft


NATOKO TRANSPORTATION

1D
1. Equestrian
2. ATV
3. Hovercraft
4. Grav Belt
5. Air/Raft
6. Helocopter
7. Jet Aircraft


ARAMIS TRANSPORTATION

1D
1. Grav Belt
2. Vacc Suit
3. Vacc Suit
4. ATV
5. Grav Vehicle
6. Ship's Boat
7. --


-VICE FIFTH TABLE-

Apropriate for natives of all five homeworlds.

Pysadian natives must roll INT or less on 2D in order to roll on the table. Failure means the skill is lost.

Natives of the other four planets roll 1D on the table without condition.

1D
1. Carousing
2. Gambling
3. Streetwise
4. Brawling
5. Bribery
6. Forgery


-SPACE FIFTH TABLE-

This table is appropriate to natives of Natoko, Patinir, or Aramis. Natives from all three planets receive a +1DM if EDU 8+.

1D
1. Steward
2. Medical
3. Gunnery
4. Engineering
5. Navigation
6. Pilot
7. Space Sub-Tbl (roll on the Space Sub-table)


SPACE SUB-TABLE

1D
1. Vacc Suit
2. Vacc Suit
3. Survey/Prospecting (choose either Survey or Prospecting)
4. Z-G Environ/Z-G Cmbt (choose either Zero-G Environ or Zero-G Combat)
5. Accel Rifle/Snb (choose either Accelerator Rifle or Snub Pistol)
6. Ship's Boat


-TECHNICAL FIFTH TABLE-

This table is appropriate to natives of Natoko, Patinir, or Aramis.

1D
1. Mechanical
2. Electronics
3. Communications
4. Computer
5. Jack-o-Trades
6. Technical Sub-Tbl (roll on the Technical Sub-table)


TECHNICAL SUB-TABLE

1D
1. Computer
2. Robot Ops
3. Robotics
4. Gravitics
5. Jack-o-Trades
6. Space Tbl (roll on the Space Fifth table)


-PERSONAL FIFTH TABLE-

This table is appropriate to natives from all five homeworlds.

Physical allows one of the following (player's choice): +1 STR, +1 DEX, or +1 END.

Mental allows one of the following (player's choice): +1 INT or +1 EDU

Special allows the player to pick any other Fifth Table and roll on it regardless of requirements.

1D
1. Linguistics
2. Leader
3. Physical (see note above)
4. Mental (see note above)
5. +1 SOC
6. Special (see note above)


-COMBAT FIFTH TABLE-

Natives roll on the appropriate column according to their homeworld.


PYSADI COMBAT

1D
1. Brawling/Club (choose either Brawling or Club)
2. Club/Cudgel (choose either Club or Cudgel)
3. Sling
4. Blade/Dagger (choose either Blade or Dagger)
5. Polearm (choose either Spear, Halberd, Cudgel, or Pike)
6. Revolver


VANEJEN COMBAT

1D
1. Brawling/Club (choose either Brawling or Club)
2. Blade Cmbt (choose from pg. 10 of Supplement 4)
3. Bow Cmbt (choose from pg. 11 of Supplement 4)
4. Revolver
5. AutoPistol
6. Rifle/Carbine (choose either Rifle or Carbine)


NATOKO COMBAT

1D
1. Brawling/Club (choose either Brawling or Club)
2. Dagger/Sword (choose either Dagger, Cutlass, Broadsword, or Sword)
3. Pistol (includes both Revolver and AutoPistol, but not Body Pistol)
4. Rifle/SG/SMG (choose either Rifle, Carbine, Shotgun, or Submachinegun)
5. Laser Weapons (includes Laser Rifle and Laser Carbine)
6. Accel Rifle/Snb (choose either Accelerator Rifle or Snub Pistol)


PATINIR COMBAT

1D
1. Brawling/Club (choose either Brawling or Club)
2. Dagger/Sword (choose either Dagger, Cutlass, Sword, or Broadsword)
3. Pistol (includes both Revolver and AutoPistol, but not Body Pistol)
4. SG/SMG (choose either Shotgun or Submachinegun)
5. Demolitions
6. Zero-G Weapons (includes both Accelerator Rifle and Snub Pistol)


ARAMIS COMBAT

1D
1. Brawling/Club (choose either Brawling or Club)
2. Brawling/Club (choose either Brawling or Club)
3. Dagger/Foil (choose either Dagger or Foil)
4. Shotgun
5. Snub Pistol
6. Accelerator Rifle
 
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